Nintendo’s Wackiest New Game Feels Like The Devs Getting Away With Something

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Somewhere in the back of my mind, I must have known that Rhythm Heaven was a close cousin to WarioWare, but it never stood out to me as strongly as it did while playing Rhythm Heaven Groove. The sheer unapologetic weirdness of it intertwined with the strict timing-based minigames made this feel like WarioWare, but as a rhythm game. And I feel like a fool for just now discovering that these are two great tastes that go great together.

The influences from WarioWare will be obvious to anyone who has played that long-running gonzo microgame series, but unlike those, the individual games in Rhythm Heaven Groove last much longer than a few seconds. After a short practice round to learn the rhythm and button prompts, you go into the actual performance that mixes together commands to the rhythm of a song. Almost all of your commands are mapped to the A button, but more complicated arrangements add one of the D-pad buttons for a different command. In an early game where you're driving a stunt car for a commercial, for example, the A button accelerates while the D-pad Down hits the brakes, so you need to alternate between them on command to stay aligned with the other stunt cars.

https://www.youtube.com/watch?v=ZdMwqKiSeEE

The WarioWare spirit shines through in both the art style--an eclectic blend of crude simplicity, chunky cartoonism, and occasional hyper-realism--and also in the gonzo spirit of the games themselves. The stunt car example is one of the more normal ones, but many of the games are downright bizarre. Across the breadth of Rhythm Heaven, you'll have to jump and roll as a cat doll, bounce fruits off your muscles as a bodybuilder, sort delicious pudding from tainted living pudding cups as a factory robot, and jump over windshield wipers during a rainstorm. The game frequently surprises you with new creative applications that all feel different, even if they're mechanically very similar. That sense of surprise meant that even when I didn't like a game as much, I loved seeing the creativity.

In addition to adapting to each game's rhythm, you also often have to contend with distractions in the background. The kitty-hopping game--Hop, Stop, N Roll--transforms the background from a simple wood-paneled design to a kaleidoscopic beach scene, so part of the challenge is keeping your concentration and the beat going while the world changes around you. When you learn to "read" the games, you also start to notice little signs about your performance, like your fellow performer in the umbrella-folding game shooting you a dirty look if your timing was just slightly off. 

Rhythm Heaven Groove

While the WarioWare influence is obvious, my time with Rhythm Heaven Groove also reminded me of another long-lost rhythm game: Elite Beat Agents. While no game has quite substituted for EBA's charm, mixing storytelling with pop songs and rhythmic touch screen taps, Rhythm Heaven Groove is similarly focused on nailing your percussive beats. The sound design has excellent feedback with a sharp, snappy snare that punctuates even harder when you nail a beat perfectly. Sometimes I wo

Star Fox Is A New Beginning That Undermines Itself

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There's a reason Nintendo keeps remaking Star Fox 64. The N64 iteration of the rail shooter--at the time, the second Star Fox release--remains the apex of the franchise: a genuinely fantastic game that still holds up and stands the test of time. Subsequent sequels that have attempted to recapture the magic have floundered by comparison. This latest iteration, simply titled "Star Fox" for what I can only assume is meant to be a soft reboot, plays just as great as you remember and looks even better. But if you've already played Star Fox 64 in any iteration, it will be hard to shake the feeling of deja vu. 

For the uninitiated, or perhaps those who just learned about ultra-cool guy Fox McCloud from his spotlight-stealing cameo in the Mario Galaxy movie, Star Fox takes place in a galaxy called the Lylat system, composed of anthropomorphic animals with futuristic space-travel technology. Star Fox is a group of well-funded fighter-jock mercenaries who are regularly called upon by a military general, a dog named Pepper, to assist their space-combat operations. 

As established in an opening cutscene, some years ago Fox's father, James McCloud, was en route to investigate questionable activity on a planet named Venom, when his wingmate Pigma betrayed him to the mad scientist Andross. James was lost, his trusty wingman Peppy escaped, and Andross kept quietly assembling his army for an invasion of the rest of the Lylat system. 

That sequence establishes one of the major new features of this remake: fully animated cutscenes. And to their credit, these are very well-made sequences. The aerial stunts look cool while staying true to the original spirit where needed, and the voice acting has been updated to facilitate the expanded scope. The more realistic character designs were divisive when shown off earlier this year, but I felt fine with them from the beginning, and after spending some time seeing them animated in cutscenes, I've come to really appreciate the look. Their faces are nicely expressive and textures like fur give them a sense of realism, while still staying in the fantastical world of space animals. The vast majority of the cutscenes take place aboard their docking ship, the Great Fox, as they discuss strategy, but the characters are still given lots of characterization in their movements and gestures to express their perspectives and personalities. For example, Falco rolls his eyes a lot, because he is above all kind of a jerk.

A similarly heightened level of visual fidelity is present in the stages themselves, which look recognizable to their N64 counterparts without feeling too beholden to their jagged edges and geometry. While all of the stages look great, the upgraded style is most impressive when it shows off new flourishes that weren't available in the original, like the lighting effects of your lasers reflecting off of surfaces and illuminating dark caves. Star Fox 64 always excelled at stage variety, but this remake accentuates it by making each stage appear vastly different than the rest. I especially loved revisiting the stages that are major departures from the others, like the water world Aquas, the surface of the sun on Solar, or the wacky and kaleidoscopic Meteos wormhole. 

The Adventures Of Elliot: The Millennium Tales Makes A Strong Argument For Silent Protagonists

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In a relatively short time, Team Asano at Square Enix has made a name for itself. Between the Bravely and Octopath series, it has become known for taking a fresh look at retro RPGs by experimenting with new ideas and visual styles, creating games that feel both familiar and new. The developer takes a similar approach when it comes to The Adventures of Elliot: The Millennium Tales, an action-adventure RPG that emulates the feel of a top-down Legend of Zelda or Mana game but uses the studio's signature HD-2D visual style. But while the action and adventuring are well-crafted, a dull story and verbose characters have the unfortunate tendency of deadening the momentum.

The Adventures of Elliot takes place in the fictional kingdom of Philabieldia (try the cheesesteaks!), ruled by a kindly king and under the magical protection of his daughter. The area surrounding the castle grounds is beset by deadly beastmen and the princess' presence carries a passive spell of safety that keeps them at bay. Elliot is an Adventurer, an actual job title that appears to be some mixture of mercenary and wandering odd-job doer, and only Adventurers are known to travel outside the castle walls and brave the beasts. After a sinister duke discovers a method to go back in time to claim a powerful relic, Elliot follows him and thus begins hopping between different eras, going further and further back in his kingdom's history.

In terms of sheer mechanics, The Adventures of Elliot is a modest but welcome step forward for the genre. This HD-2D visual style works so well for a top-down Zelda-style adventure game that you would never know it had been created for turn-based RPGs. The combat is sharp and responsive, and the diorama-like presentation gives you a very clear idea of where the enemy threats are coming from. Elliot gets a wide variety of weapons, ranging from his basic sword to a heavy hammer, boomerang, and consumables like arrows and bombs, along with some less conventional weaponry like a spear or chain scythe. Each weapon has its own advantages and disadvantages in combat and as you find upgraded versions of each, they get stronger, charged effects that can have a big impact on the battlefield. Elliot also has a shield for blocking and parrying enemy attacks, adding a little more defensive nuance, and a dedicated jump, which is used for traversal and light platforming, especially within dungeons, but can also be used offensively depending on your build.

True to its classic inspirations, Elliot only features a relatively small pool of enemies, with palette swaps representing stronger variants with new abilities. But it manages to offer a good variety of fast-paced combat encounters as these enemy types are mixed together. Combat scenarios are quick and snappy so even though I could run past them when I was in a rush, I would usually stop to fight just for the fun of taking down some monsters. That's the mark of a strong combat system.

Shortly after beginning on his quest, Elliot is joined by Faie, a squeaky-voiced little fairy that only he can see and hear. She's his constant companion throughout the rest of the game, offering her own commentary and being a sounding-board for Elliot to think through his next steps. She also gains a number of magical powers, letting her light torches, teleport Elliot across gaps, and more. You can freely move Faie around within a certain radius of Elliot with the right stick, which makes her feel like a natur

Finally, A Fun NBA Game That Doesn’t Ask For All My Time And Money

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If you're going to take on a juggernaut like NBA 2K, you'd better have a strong gameplan. Built from the cherished streetball memories of yesteryear and the charismatic vibes of today, NBA The Run is Play by Play Studios' debut effort and the team's attempt to squeeze into basketball fandom's gaming timeshare. As soon as you see it, it's clear this is a very different take on the sport than the true-to-life simulation that is NBA 2K, but doing something different isn't enough on its own. The team has to do it well, too. Thankfully, NBA The Run scores on most of its attempts, earning it a place in the rotation.

NBA The Run is essentially a modern take on NBA Street and the colorful, exaggerated arcade sports games we don't often see anymore. The team at Play by Play includes some former EA Sports developers, and they've brought their experience to this new endeavor: rekindling the magic of streetball games from decades past while modernizing the experience in clever ways.

The Run is played in games of 3v3, whether you're playing in solo mode, teaming up with friends, or matchmaking with other players online. No game is played as a standalone exhibition. Instead, you're always chasing championships in its tournament structure. Inspired by Fall Guys, The Run pits you and your teammates in a tourney that can be won by coming out on top in four consecutive games. Like March Madness, these are one-game, survive-and-advance showdowns, not series like in the NBA playoffs. Lose, and you're sent back to the start of a new tourney the next time you play. Win, and you're one step closer to glory.

This tournament structure is so simple yet so effective. Games are quick, at about two to five minutes per matchup, meaning winning a trophy takes only 15-20 minutes, or roughly as long as winning a round of Fortnite. Each round, a spinner randomly lands on a new rule set. In one round, you might be playing first to 18, with dunks counting as three-pointers, while other shots net you just one point each. In the next round, you might be playing for speed, with unlimited stamina and a first-to-11 scoring cap. Each round is unpredictable, making each tournament as a whole feel fresh. 

The swiftness with which you move through tourneys also feels like a secret weapon working in The Run's favor. Title wins feel prestigious, with a trophy presentation and stats summary that cements your championship as hard-fought--you can even emote and show off your total number of trophies--but losing before you get to the championship podium doesn't sting too much, because matchmaking is fast, your time investment is never steep, and the next tourney is just seconds away if you want it to be. This PvP structure respects your time, both by not asking you for much of it in the first place and by giving you a fun game to play when you do decide to sit down and play it. 

It's a smart way to bring arcade basketball into the present, but The Run doesn't want to merely port those older games into 2026. Things like NBA Street and NBA Jam always felt heavily skewed toward offense. Excitingly, everyone in The Run is overpowered, but that's true on defense as much as on offense. Shooting is done by simply timing the release at the height of your jump shot, and with an open look, it's likely to go in--provided your chosen player is skilled from the given range. But getting in the player's face can be enough to disrupt the shot's timing, and if you go for a steal or a block while using a player skilled in those areas, you may just wind up with the ball, saving your team the trouble of fighting for a rebound.

Mina The Hollower Surpasses The Greatness Of Shovel Knight

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With Mina the Hollower, Yacht Club Games has cemented itself as one of the premiere independent studios in the industry today. Its breakout hit, Shovel Knight, was a retro-throwback platformer that merged classic 8-bit-style action with some modern touches. Mina the Hollower looked similarly old-school, with a look and feel that obviously pays tribute to the Zelda Game Boy spin-offs. But this time, the fusion of newer souls-like design sensibilities makes it more than a freshened-up homage. It resembles those Zelda games, but it's so densely packed with secrets and intertwining cause-and-effect outcomes that at times it feels more like Elden Ring than Link's Awakening.

The comparisons to Link's Awakening, and Game Boy Color games Oracle of Seasons and Oracle of Ages, are visually obvious. Mina has a similar color palette, the sprite artwork is familiar, and it uses an overhead camera. But whereas those games were relatively simple iterations on the template set by the classic Legend of Zelda and Link to the Past, Mina the Hollower is much darker, much denser, and much more difficult. The challenge level can be brutal and unforgiving, and there are elements of gothic horror, body horror, and gruesome violence--at least, as expressed through cute pixelated animals.

The story starts when Mina gets a letter from Baron Lionel, the leader of Tenebrous Isle, who requests her help with the island's power generators. Mina is a Hollower, which in this world essentially means a sort of structural engineer and earth scientist. Mina is the best of them, having invented the spark technology that powers the generators, which in turn makes all of the modern technological wonders of Tenebrous possible. But the generators have been breaking down, so Mina is asked to come see to the problem. 

After her boat to Tenebrous is attacked by a monster, Mina chooses her weapon. You're presented with just three at the start, and already, this feels like a statement of intent. Link's trusty sword has always seen him through, and Mina's twin daggers, Whisper and Vesper, offer a very similar play-feel. But this time you could also select the Nightstar, a whip-like morningstar with longer reach, or the Blaststrike Maul, a massive bludgeoning hammer. The message, which becomes even clearer as you play, is that this is a game that wants you to take combat seriously. And you'll need to.

Once you make landfall and enter the city of Ossex, you start to gain a better idea of what's going on. The generators have been sabotaged by an eco-terrorist named Thorne. Lionel tasks Mina with going to repair the six main generators surrounding the city, and you're vaguely pointed in a handful of directions to pursue. Immediately as you head out, though, you realize that this world does not spoonfeed its structure to you. It's not immediately clear where to go. The city itself is massive and bustling, loaded with named characters who all drop meaningful bits of information, though the game doesn't log these for you. What you do with that information is up to you--whether you commit it to memory, write it down, or chase a lead immediately. Like the open world of Elden Ring, the freedom initially feels overwhelming. A city newspaper points you in the direction of a dungeon, but the fact is that you can do them in almost any order.

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